Implement shader LEA instruction and improve bindless image load/store (#1355)
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76e5af967a
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7 changed files with 82 additions and 43 deletions
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@ -5,7 +5,9 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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class BindlessElimination
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{
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public static void RunPass(BasicBlock block)
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private const int NvnTextureBufferSlot = 2;
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public static void RunPass(BasicBlock block, ShaderConfig config)
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{
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// We can turn a bindless into regular access by recognizing the pattern
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// produced by the compiler for separate texture and sampler.
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@ -24,26 +26,39 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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if (!(texOp.GetSource(0).AsgOp is Operation handleCombineOp))
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if (texOp.Inst == Instruction.TextureSample)
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{
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continue;
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}
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if (!(texOp.GetSource(0).AsgOp is Operation handleCombineOp))
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{
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continue;
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}
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if (handleCombineOp.Inst != Instruction.BitwiseOr)
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if (handleCombineOp.Inst != Instruction.BitwiseOr)
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{
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continue;
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}
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Operand src0 = handleCombineOp.GetSource(0);
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Operand src1 = handleCombineOp.GetSource(1);
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if (src0.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != NvnTextureBufferSlot ||
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src1.Type != OperandType.ConstantBuffer || src1.GetCbufSlot() != NvnTextureBufferSlot)
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{
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continue;
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}
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texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
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}
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else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore)
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{
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continue;
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Operand src0 = texOp.GetSource(0);
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if (src0.Type == OperandType.ConstantBuffer && src0.GetCbufSlot() == NvnTextureBufferSlot)
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{
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texOp.SetHandle(src0.GetCbufOffset());
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texOp.Format = config.GetTextureFormat(texOp.Handle);
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}
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}
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Operand src0 = handleCombineOp.GetSource(0);
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Operand src1 = handleCombineOp.GetSource(1);
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if (src0.Type != OperandType.ConstantBuffer || src0.GetCbufSlot() != 2 ||
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src1.Type != OperandType.ConstantBuffer || src1.GetCbufSlot() != 2)
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{
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continue;
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}
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texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16));
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}
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}
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}
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